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Englishv4.txt
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Bias factor=0.3
The midsummer's loon flew over a swamp and landed at the base of a great tree. The water bird laid three eggs. The first egg rolled from the nest and cracked. Blood flowed from the crack for seven days and seven nights. From the blood life and death were formed.
The egg white flowed west, forming the cold and the ice.
The shell became the earth and mountains.
The yolk flowed east, becoming heat and flame.
Finally, the egg hatched, and from it came Nature.
Nature created the laws of nature, set the animals, meadows, rivers, hills and mountains.
Day and night passed. Nature worked by itself. It looked at its creations and was satisfied with them.
There was harmony in the world.
The second egg hatched, and from it Magic was born.
It looked at the creations of Nature and gave them a soul. Not just to the animals, but to materials, too.
The burden of the soul refined and twisted the creations
of Nature. The nobleness of gold gave it its shine.
The indolence of mud gave it a pungent smell.
Magic broke the laws of nature. Nature and Magic began to argue about how the world ought to be.
The last egg hatched, and from it Technology was born. Technology gave the animals of Nature the ability to use machines and devices.
Emerald Tablet - volume I
Tis true without lying, certain and most true.
That which is below is like that which is above
and that which is above is like that which is below
to do the miracles of one only thing.
And as all things have been and arose from one by the mediation of one:
so all things have their birth from this one thing by adaptation.
Emerald Tablet of Thoth
The necessity of concealing the Art is
one of the chief anxieties of alchemists.
We are sworn to secrecy by heaven and earth and hell,
by the four elements, by the height and the depth,
by Hermes, by Anubis,and by the howlings of Kerkoros.
An oath has been required of us to reveal
nothing clearly to any uninitiated being.
Emerald Tablet - volume II
Thence is born a spirit white as snow,
and another spirit red as blood,
which two spirits are contained in a third hidden thing.
Emerald Tablet - volume III
Heed my warning or death and decay will follow.
Emerald Tablet - volume IV
The definition of death is the disjunction of the composite,
but there is no disjunction of that which is simple, for it is one.
Death consists in the separation of the soul from the body,
because anything formed out of two, three,
or four components must disintegrate, and this is death.
Understand, further, that no complex substance which lacks fire eats,
drinks, or sleeps, because in all things which have a spirit
fire is that which eats.
Emerald Tablet - volume V
And the Lord spake, saying,
'First shalt hou take out the Holy Pin.
Then, shalt thou count to three. No more. No less.
Three shalt be the number thou shalt count,
and the number of the counting shall be three.
Four shalt thou not count, neither count thou two,
excepting that thou then proceed to three.
Five is right out. Once at the number three,
being the third number be reached, then,
lobbest thou thy Holy Hand Grenade of Antioch towards
thy foe, who, being naughty in My sight, shall snuff it.'
Emerald Tablet - volume VI
Some Alchemists fancy that the work from beginning
to end is a mere idle entertainment; but those who
make it so will reap what they have sown - nothing.
We know that next to the Divine Blessing,
and the discovery of the proper foundation,
nothing is so important as unwearied industry
and perseverance in this First Operation.
It is no wonder, then, that so many students
of this Art are reduced to beggary;
they are afraid of work, and look upon our Art as
mere sport for their leisure moments. For no labour
is more tedious than that which the preparatory part
of our enterprise demands.
Emerald Tablet - volume VII
Among those who devote themselves to the transmutation of metals,
however, there can be no such thing as mediocrity of attainment.
A person who studies this Art, must have either everything or nothing.
An Alchemist who knows only half their craft, reaps nothing but disappointment
and waste of time and money; moreover, they lay themselves open to the mockery
of those who despise our Art. Those, indeed, who succeed in reaching the goal
of the Magistery, have not only infinite riches, but the means of continued
life and health. Hence it is the most popular of all pursuits. , , , , , , , , , , ,,doesn't need to be translated,
Emerald Tablet - volume VIII
Woe unto all ye fools.
How ignorant are ye of this Art, for which ye would die if ye knew it.
I swear to you that if kings were familiar with it,
none of us would ever attain this thing.
O how this nature changeth body into spirit.
O how admirable is Nature, how she presides over all, and overcomes all.
Emerald Tablet - volume IX
In this way, then, Nature generates by means of
this sulphur the different kinds of metals in the
veins of the earth, according to the diversity of
degrees and alterations.
Emerald Tablet - volume X
Take, he tells us, the stone of gold, combine with humour which is
permanent water, set in its vessel, over a gentle fire until liquefaction
takes place. Then leave it until the water dries, and the sand and
water are combined, one with another; then let the fire be more intense
than before, until it again becomes dry, and is made earth. When this is done,
understand that here is the beginning of the arcanum; but do this many times,
until two-thirds of the water perish, and colours manifest unto you.
Tabula Smaragdina
If all the mountains were of silver and gold, what would
they profit a man who lives in constant fear of death?
Hence there cannot be in the whole world anything better than our Medicine,
which has power to heal all the diseases of the flesh.
Secretorum Hermetis
The sacrifice of oneself to the pursuit of
knowledge is the highest tribute to the gods.
Wand
Potion
Cocktail
Orb
Egg
Treasure chest
Gold nugget
Teleported
Saving Grace
Extra life saved you
Temporarily blinded
Polymorphed
Opened a treasure chest
Sort
Shuffle
Cast
Time
Mana
Damage
Explosion
Slice
Drill
Fire
Ice
Speed
Recharge
Bounces
Richochets
Knockback
Damage
Melee
Electric
Toxic
Poison
Healing
Water
All spells refreshed
Picked up a new magic wand
A chest was broken open
Touched the cursed crystal
Something stirs above you
You have angered the Gods
The Gods are very angry with you
Fall
Drowning
Kick
Holy Mountain
Discovered the secret below
Discovered the secret above
Discovered the secrets above and below
Wet
Wet clothes protect you from fire.
Oiled
Oil makes you slippery and more flammable.
Bloody
Bloody clothes protect you from fire.
Slimy
Slimy clothes protect you from fire.
The mucus makes moving around difficult.
Toxic
Toxic sludge in your clothes makes your health degrade slowly.
Wet clothes protect you from fire.
Can be washed off by liquids.
Alcoholic
Heavy scent of booze oozes of your clothes.
Aiming is disturbed.
And alcohol is flammable.
Poisoned
A poisoning slowly degrades your health.
Teleportation
A teleport curse affects you.
Regeneration
A health regeneration spell affects you.
Polymorph
You're a sheep.
Chaos polymorph
A polymorph curse affects you.
Berserk
A berserk curse affects you.
Charmed
A charm affects you.
Invisible
The magical liquid on your clothes makes you invisible.
The spell is disturbed by stained or wet clothes.
On fire
You're on fire. Find some water.
Spider leg
The Laboratory
The Work,Работа
mines
collapsed mines
Temple of the Art
Desert
Dragoncave
Master Symbol Crypt
Coal Pits
Fungal Caverns
Gold
Lake
Volcanic Lake
Volcanic Cave
Sanctuary
unknown
Pyramid
Underground Jungle
Sandcave
Mysterious Gate
Secret Shop
Hiisi Base
Snowy Depths
twisty passages
The Vault
magical temple
water
snowy wasteland
Holy Mountain
East
West
Mina
Kolmisilman apuri
Kolmisilman koipi
Mato
Hamahakki
Kasvoton Hamahakki
Kasvoton Lukki
Lukki
Happonuljaska
Alkemisti
Murkku
Salamurhaajarobotti
Turvonnu velho
Lepakko
Suurlepakko
Suurtulikarpanen
Mataneva ruumis
Mataneva paa
Mataneva kroppa
Kiukkumoykky
Verikristalli
Puska
Suomuhauki
Matkija
Kirottu
Haamu
Nelikoipi
Lennokki
Lennokki
Ankka
Nahkiainen
Poro
Pikkutulikarpanen
Eldari
Stendari
Liekkio
Evakas
Suurevakas
Liekkari
Amppari
Konna
Laahustussieni
Helvetinkatse
Houre
Sylkyri
Hiidenkivi
Aitinuljaska
Korjauslennokki
Jaahdytyslaite
Jaatio
Mulkkio
Hamis
Limanuljaska
Aitilimanuljaska
Toukka
Matkija
Tappurahiisi
Tappurahiisilainen
Tulihiisi
Jouluhiisi
Miina
Moykky
Heinasirkka
Lohkare
Toveri lohkare
Spiraalikalma
Kiukkukalma
Kummitus
Rotta
Robottikytta
Isohiisi
Kranuhiisi
Parantajahiisi
Toimari
Miinankylvaja
Myrkkyhiisi
Rynkkyhiisi
Skorpioni
Lammas
Lentolammas
Suhiseva lammas
Plasmakukka
Heikko haulikkohiisi
Haulikkohiisi
Kallokarpanen
Kallorotta
Snipuhiisi
Helvetin sylkija
Patsas
KK-Tankki
IT-Tankki
Pikkuturso
Ukko
Torjuntalaite
Taikasauva
Sokaisunmestari
Muodonmuutosmestari
Siirtajamestari
Susi
Mato
Jattimato
Helvetinmato
Kalmamato
Pikkumato
Heikkohurtta
Hurtta
Double spell
Simultaneously casts 2 spells
Triple spell
Simultaneously casts 3 spells
Quadruple spell
Simultaneously casts 4 spells
Double scatter spell
Simultaneously casts 2 spells with low accuracy
Triple scatter spell
Simultaneously casts 3 spells with low accuracy
Quadruple scatter spell
Simultaneously casts 4 spells with low accuracy
Formation - behind your back
Casts two spells: one ahead of and one behind the caster
Formation - bifurcated
Casts 2 spells in a bifurcated pattern
Formation - above and below
Casts 3 spells - ahead, above and below the caster
Formation - trifurcated
Casts 3 spells in a trifurcated pattern
Formation - hexagon
Casts 6 spells in a hexagonal pattern
Formation - pentagon
Casts 5 spells in a pentagonal pattern
Reduce spread
Reduces the spread of a spell
Reduce recharge time
Reduces the time between spellcasts
Gravity
Increases the effect gravity has on a projectile
Anti-gravity
Applies a lifting force to a projectile
Penetrate walls
Gives a projectile more penetration power
Slithering path
Makes a projectile move rapidly in a slithering manner, like a snake
Bounce
Makes a projectile bounce on impact
Homing
Boomerang
Gives a projectile a path that curves towards you
Damage Plus
Increases the damage done by a projectile
Critical Plus
Gives a projectile +15% chance of a critical hit
Cunning power
Gives a projectile extra damage, but makes it capable of damaging you
Intense power
Sundering power
Heavy Shot
Greatly increases the damage done by a projectile, at the cost of its speed
Knockback
Gives a projectile the power to knock back the foes it hits
Recoil
Increases the recoil when casting spells
Recoil Damper
Reduces the recoil when casting spells
Speed Up
Increases the speed at which a projectile flies through the air
Draw blood
Makes foes spill more blood when hit with a projectile
Makes a projectile more destructive to the environment
Water to poison
Makes any water within a projectile's range turns into poison
Blood to acid
Makes any blood within a projectile's range turns into acid
Lava to blood
Makes any lava within a projectile's range turn into blood
Necromancy
Makes corpses of creatures killed by a projectile rise to your aid
A powerful explosion
Explosion of brimstone
A fiery explosion
Explosion of poison
An alchemical explosion
Explosion of spirits
An inebriating explosion
Explosion of thunder
An electric explosion
Circle of persuasion
A field of charming magic
Circle of fervour
A field of berserk magic
Circle of transmogrification
A field of sheep-like magic
Circle of unstable metamorphosis
A field of transformative magic
Circle of thunder
A field of electrifying magic
Circle of stillness
A field of freezing magic
Circle of vigour
A field of regenerative magic
Circle of displacement
A field of teleportative magic
Circle of buoyancy
A field of levitative magic
Circle of seeing
A field of clairvoyant magic
Circle of shielding
A field of protective magic
Sea of lava
Summons a large body of lava below the caster
Sea of oil
Summons a large body of oil below the caster
Sea of water
Summons a large body of water below the caster
Sea of acid
Summons a large body of acid below the caster
Sea of flammable gas
Summons a large body of flammable gas below the caster
Sea of alcohol
Summons a large body of tasty alcohol below the caster
Rain cloud
Creates a watery weather phenomenon
Blood cloud
Creates a rain of blood
Acid cloud
Creates an rain of acid
Thundercloud
Creates a stormy cloud
Electric charge
Gives a projectile an electric charge, that it will release on impact
Matter eater
Makes a projectile eat the environment as it flies
Freeze charge
Gives a projectile a frozen charge, that it will release on impact
Critical on burning
Makes a projectile always do a critical hit on burning enemies
Critical on wet (water) enemies
Makes a projectile always do a critical hit on wet (water) enemies
Critical on oiled enemies
Makes a projectile always do a critical hit on oiled enemies
Critical on bloody enemies
Makes a projectile always do a critical hit on bloody enemies
Poltergeist
Gives a projectile the power to animate physical objects
Fireball thrower
Makes a projectile cast fireballs in random directions
Oil freeze
Makes a projectile freeze enemies drenched in oil
Alcohol shot
Makes a projectile get the enemies it hits drunk
Freeze if wet
If caster is wet, makes a projectile freeze the enemies it hits
Blindness
I can't see
Teleportation
Spells cast alongside this will teleport enemies
Telepathy
Sense other beings through walls
Electric Arc
Fire Arc
Gunpowder Arc
Poison Arc
Polymorph charge
Baaaaa
Berserk
Target enters a state of wild fury, attacking anyone nearby and getting a 2x damage boost
Charm
Target becomes friendly to the caster
All-seeing eye
See into the unexplored. But not everywhere...
X-ray modifier
Projectile lights the way in the darkness
Acid
Projectiles turn into acid on collision
Firecrackers
Acid trail
Gives a projectile a trail of acid
Poison trail
Gives a projectile a trail of poison
Oil trail
Gives a projectile a trail of oil
Water trail
Gives a projectile a trail of water
Blood trail
Gives a projectile a trail of blood
Gunpowder trail
Gives a projectile a trail of gunpowder
Fire trail
Gives a projectile a trail of fiery particles
Burning trail
Gives a projectile a tail of fire
Torch
Lights your wand right up
Electric Torch
Gives your wand a bright but very dangerous light
Light
Makes a projectile illuminate its surroundings
Energy shield
Deflects incoming projectiles
Energy shield sector
Deflects incoming projectiles
Duplicate
Projectile clones itself x2 on collision
Abelha
Bee
Duck
Sheep
Misfire
Discard 1 spell
Permanently destroy 1 spell
Generate random deck
DEBUG BULLET
A weak but enchanting sparkling projectile
Spark bolt
A weak but enchanting sparkling projectile
Burst of air
A brittle burst of air capable of greatly pushing objects
Spark bolt with trigger
A spark bolt that casts another spell upon collision
Spark bolt with double trigger
A spark bolt that casts two new spells upon collision
Spark bolt with timer
A spark bolt that casts another spell after a timer runs out
Magic arrow
A handy magical arrow
Magic arrow with trigger
A magical arrow that casts another spell upon collision
Magic arrow with timer
A magical arrow that casts another spell after a timer runs out
Magic bolt
A powerful magical bolt
Magic bolt with trigger
A powerful magical bolt that casts another spell upon collision
Magic bolt with timer
A powerful magical bolt that casts another spell after a timer runs out
Energy orb
A slow but powerful orb of energy
Energy orb with a trigger
A slow but powerful orb of energy that casts another spell upon collision
Energy orb with a timer
Black hole
A slow orb of void that eats through all obstacles
Giga black hole
A growing orb of negative energy that destroys everything in its reach
Creates a decoy for distracting enemies
Decoy with trigger
Creates a decoy for distracting enemies that casts another spell after a timer runs out
Spitter bolt
A short-lived magical bolt
Spitter bolt with timer
A short-lived magical bolt that casts another spell after a timer runs out
Bubble spark
A bouncy, inaccurate spell
Bubble spark with trigger
A bouncy, inaccurate spell that casts another spell upon collision
Disc projectile
Summons a sharp disc projectile
Energy sphere
A fast, arcing projectile
Energy sphere with timer
Bouncing burst
A very bouncy projectile
Arrow
Summons an arrow
Glowing lance
A magical lance that cuts through soft materials
Magic missile
A fiery, explosive projectile
Large magic missile
A more powerful version of Magic missile
Giant magic missile
The most powerful version of Magic missile
Firebolt
A bouncy, explosive bolt
Large firebolt
A more powerful version of Firebolt
Giant firebolt
The most powerful version of Firebolt
action_grenade_trigger,Firebolt with trigger
A bouncy, explosive bolt that that casts another spell upon collision
Odd Firebolt
A somewhat peculiar bouncy, explosive bolt
Dropper bolt
A very heavy explosive bolt
Unstable crystal
A crystal that explodes when someone comes nearby
Unstable crystal with trigger
A crystal that explodes and casts another spell when someone comes nearby
Dormant crystal
A crystal that explodes when caught in an explosion
Dormant crystal with trigger
A crystal that explodes and casts another spell when caught in an explosion
Summon deercoy
Summons a seemingly-innocuous deer
Dormant crystal detonation
All nearby dormant crystals explode
Concentrated light
A pinpointed beam of light
Lightning bolt
The primordial force of nature
Digging bolt
A bolt that is ideal for mining operations
Digging blast
More powerful digging
Chainsaw
Summon Tentacle
Calls a terrifying appendage from another dimension
Summon Tentacle with timer
Calls a terrifying appendage from another dimension. Comes with a timer
Healing bolt
Spiral shot
A mystical whirlwind of magic sparks
Fireball
A powerful exploding spell
Meteor
A destructive projectile from the skies
Flamethrower
A stream of fire.
Icethrower
A stream of ice.
Slimeball
A dripping ball of poisonous slime
Path of dark flame
A trail of dark, deadly flames
Summon missile
A missile.
Summon rock spirit
Summons an autonomous rock ally
Dynamite
Summons a small explosive
Bomb
Summons a bomb that destroys ground very efficiently
Holy Bomb
Summons a bomb that... well...
Throwing Knife
Very deadly.
Earthquake
Calls the anger of the earth
Circle shot
Projectiles fly out in a circular pattern
Spiral shot
Projectiles fly out in a spiral pattern
Acid ball
A terrifying acidic projectile
Thunder charge
A projectile with immense stored electricity
Slime arc
Spells cast alongside this will have arcs of slime flowing between them
Ice circle
Shoots icy projectiles in a circle
Firebomb
Slow, fiery bolt
Chunk of soil
Don't soil yourself
Homing orb
A dangerous, homing orb
Death cross
A deadly energy cross that explodes after a short time
Plasma flare
A magical projectile that accelerates quickly
Key shot
A powerful projectile. Nothing out of ordinary
Mana
Extra mana
Skull
Scary skull.
shoots liquid
Drop it in liquid and shoot it.
Toxic mist
A cloud of toxic mist
mist of spirits
A cloud of potent alcohol
Slime mist
A cloud of slimy mist
Blood mist
A cloud of blood mist
Circle of fire
An expanding circle of burning air
Circle of acid
An expanding circle of dripping acid
Circle of oil
An expanding circle of slick oil
Circle of water
An expanding circle of water
Water
Transmute drops of water from nothing
Oil
Transmute drops of oil from nothing
Blood
Blood blood blood
Acid
Transmute drops of acid from nothing
Cement
Transmute drops of wet cement from nothing
Lava
Transmute globs of lava from nothing
Explosive gunpowder
Transmute grains of gunpowder from nothing
Dirt
Transmute grains of dirt from nothing
Wooden mold
Useful for cement construction. REQUIRES SOLAR POWER TO RECHARGE.
Back wall (rock)
Provides structural support. REQUIRES SOLAR POWER TO RECHARGE.
Temple door
Teleport bolt
A magical bolt that moves you wherever it ends up flying
Creates a portal to the surface that can be used once per each direction
action_levitation_projectile
Levitation stuff
Nuke
Take cover.
TNT
Extremely powerful explosive projectile
Drone
More powerful digging
IS
ALL
LAVA
WATER
POOP
LOVE
Fireworks
A fiery, explosive projectile
Critical Hit +
You get more critical hits
Breathless
You won't drown when submerged.
Greed
You gain double the gold per nugget.
Trick Greed
4x instead of 2x gold is dropped when death is an accident.
Strong Levitation
You can fly 100% longer.
Faster Movement
Your movement speed is increased.
Repelling Cape
Stains drop at a fast rate (when moving).
Exploding Corpses
Enemies explode upon death
Saving Grace
If you would die and have more than 1 HP, your HP is set to 1 instead
Invisibility
You're invisible. Stains, casting spells, kicking and taking damage makes you temporarily visible.
More Blood
Blood blood blood.
No Damage Flash
Pain is inevitable, but damage flash is optional
Slicky Slime
Instead of slowing you down, slime allows you to move faster.
Extra Health
You gain 50% extra maximum health
Glass Cannon
Your spells deal 5x damage and have larger blast ranges, but your maximum health is capped to 50.
Extra Life (One-off)
Upon death you respawn with 100 health
Fire Immunity
You take no damage from fire.
Toxic Sludge Immunity
You take no damage from toxic sludge.
Explosion Immunity
You take no direct damage from explosions.
Melee Immunity
You take no damage from close-range enemy attacks.
Electricity Immunity
You take no damage from electric shocks.
Teleportitis
You take 20% less damage. You teleport away every time you're hurt.
Stainless Armour
You take 50% less damage as long as you have no active stain status effect.
Tinker With Wands Everywhere
A divine blessing allows you to tinker with wands everywhere.
Homing Shots
Your spells home towards enemies very slightly.
Freeze Field
Liquids freeze in your presence.
Dissolve Powders
Sand and other soft
Slime Blood
Permanent Shield
You gain a small, permanent shield.
Revenge Explosion
When you take damage, you release a magical explosion that hurts enemies around you.
Electricity
You're immune to electric damage, but metal and liquids around you electrify constantly.
Mystery Eggplant
It breaks easily.
Double Health, No Regeneration
Your maximum HP is doubled, but you take 20% more damage from projectiles.
Berserk
The less HP you have, the more damage your spells deal, up to +300% extra damage.
Shuffle Wands
All your wands are replaced with random wands of approximately equal power.
Heavy Ammo
You gain a selection of 2 powerful spells.
Liquid Movement
Liquids don't affect your movement at all.
Faster Swimming
You swim faster.
Extra Item In Holy Mountain
There will be an additional item in every Holy Mountain you haven't discovered yet.
Burning Poison
Your projectiles have a chance to ignite poisoned enemies.
Low Gravity
Your movement is floatier and you can jump and fly higher.
Destruction Enhancement
You can destroy the environment more effectively.
Damaging Aura
Your spells damage nearby enemies even if they don't hit them.
Thunder Kick
Your kicks instantly kill most foes, and push objects more.
Better Vision
You can see more into the darkness.
Telepathic Presence
Darkness is no more, but enemies always know where you are
No More Knockback
Enemies can no longer knock you back.
Controllable Knockback
You can steer while being knocked back
Roll Again
You get a new set of perks to choose from.
Reveal Secrets
Chests, hearts and other items shine through darkness.
Potion Drop
Enemies have a chance of dropping a random potion upon death.
Something may hatch from it.
Golden I
Gold doesn't disappear as long as it can be seen.
Mana Discount
All spells cost 50% less mana.
Juggernaut Spells
Your projectiles deal 30% more damage, but are 30% slower.
Big Potions
Potions you find contain double the liquid.
Extra Charges
Spells with limited uses can be used twice as many times.
Fast Projectiles
All projectiles fly at double speed.
Deadly Environment
Creatures take increased damage from poison and other liquids, fire, and more.
Cursed Power
All your wands gain extra damage but become uncustomizable.
Randomize Spells
All spells in your inventory are replaced with a random spell.
Personal Raincloud
You gather water when standing in a pool, and release it if you shoot at the cloud that follows you.
Helper Orb
An orb flies near you and attacks your enemies.
Extra Wand Storage
You can carry one extra wand.
Extra Item Storage
You can carry one extra item.
Extra Spell Storage
You gain more room for spells
Persuasion
Enemies with low health may start fighting for you.
Floor Is Lava
You can fly forever, but standing on the ground deals you damage over time.
Melting Corpses
Your enemies' corpses melt into slime.
Double Cast
Your wands cast one extra spell when used.
Bombs Materialized
Bomb-like spells can be placed in the ITEMS space in inventory and used like throwable items.
air
fire
spark
ground
lush ground
bone wall
rusted metal
granite ground
rusty ground
nest
blue fungus
cheese
rock
Water
hell slime
slime
dense rock
rock
extremely dense rock
magic gate
magic wall
eroding rock
vault rock
coal vein
grey rock
toxic rock
poisonous rock
hell rock
damp rock
volcanic rock
lava
meteorite
brickwork
glowing stone
mossy brickwork
hell rock
steel
mossy steel
smoking steel
metal pipe
dense steel
hardened steel
glowing matter
packed snow
ice
frozen blood
frozen acid
toxic ice
neon tube
glass
brittle glass
frozen rock
concrete
wood
damp wood
brick wall
gold vein
vibrant gold vein
pressurized wood
corrupted rock
smoke
steam
flammable gas
poison gas
fungal gas
freezing vapour
funky vapour
toxic gas
brine
chilly water
swamp
oil
liquid fire
whiskey
alchemic precursor
draught of midas
gate-opener
teleportatium
healthium
lively concoction
polymorphine
chaotic polymorphine
berserkium
pheromone
invisiblium
cloud
toxic mist
alcohol mist
blood mist
slime mist
swamp
mud
fungal blood
worm blood
freezing liquid
toxic sludge
magical liquid
molten gold
molten steel
molten metal
molten aluminium
molten wax
molten silver
molten copper
molten brass